Fleet Combat Revamp

SIZE

0.11MB

SUGGESTED GAME VERSION

*

Nefezer

5

DESCRIPTION
Why do you have to opt for the old or the new combat system when you can get the best of both?

Fleet Combat Revamp merges the best of the old combat system and the new review updated from Stellaris version 3.6 getting a more coherent and balanced system.


Why do you have to rollback the game to a previous beta version if you don't like the new combat system?

With Fleet Combat Revamp you will enjoy challenging space battles as never before without having to do without Stellaris's future updates.


# Combat images are outdated and may not correspond to current graphic effects.

For Current Stellaris Version: 3.10.* (Compatible with 'Pyxis'): This Mod is programmed to run in version 3.9.* or higher from Stellaris, any execution in a previous version will probably cause errors.

Fleet Combat Revamp (FCR) is the perfect partner for competencies in Stellaris multiplayer mode, since it prevents cruises and Battleships from implementing defense batteries against fighters, missiles and torpedoes, by exchanging them for other weapons with a little more firepower. A valid tactic against opponents that only use cruise ships and battleships in their fleets is to use armed ships with missiles and torpedoes against them. Another advisable tactic is to maintain some ships armed with defense batteries against torpedoes and missiles with the line behavior to escort your cruises and battleships (keep in mind that defense batteries against missiles and torpedoes although they are less effective against fighters they are still useful for harassing them at least). Anyway, your own fighters will already take care of enemy fighters.

Description of the different behaviors (combat computers) for ships:

SWARM: The ships will charge against the enemy to the distance of its weapon of minimum range (0~60) and then it will surround it. It is the simplest of tactics since it is compatible with any weapon.
PICKET: The ships will open to the enemy to the distance of their median range weapon (30~60) and then charge them. This tactic usually makes the ships cross the enemy ranks and, if the ships survive, then they will attack the rear.
TORPEDO: The ships will always try to flank the enemy to attack them at close range (30~60). This tactic is used in ships that will always be surrounding the enemy to attack them from all flanks, it is the most recommended for missile and torpedo weapons.
LINE: The ships will open to the enemy to the distance of their median range weapon (60~90) and then they will maintaining the attack line. This is the most common tactic in fleets because of its versatility, It is the best advisable option if you have doubts to choose.
ARTILLERY: The ships will quickly approach the enemy to the distance of their maximum range (90~150) and then they will keep the attack line. This is the advisable tactic for ships with long-range weapons to attack the enemy from afar.
CARRIER: If the ship has hangars will maintain the maximum distance to the enemy (150~300), but if the ship lacks hangares it will slowly approach the enemy and will be the last to engage in combat. This tactic is used above all to keep the ships out of the reach of conventional weapons of the enemy as long as possible (it must be clarified that the ship will never try to get away from the enemy, instead it will only try to maintain its position depending on the circumstances).
In all space battles situations, fleets will enter a combat speed mode that will reduce its travel speed in half to better use their combat computers. After concluding the battle, the fleets will leave the combat speed mode to return to the normal travel speed.
Long-range weapons and torpedoes, they have been given back the ability to shoot in any direction and at any distance, not just in a small arc that practically renders them useless.
Fleet ships do not target a single objective to attack as in the original game, instead they target to multiple objectives, preferring those who, either they are closer, or where that weapon is more effective, or they are more damaged or simply because they believe they are some damn bastards.
This Mod solves the error that sometimes prevents defeated fleets cannot activate their emergency FTL engines to flee (running correctly from version 0.1.1 of the Mod).
The new MIA patch (of the developers) distort the distance of the beams when a ship that is being attacked makes an emergency escape FTL. This Mod tries to mitigate such graphic error within its possibilities. It has been a good opportunity to adjust the graphics of conventional attacks.
An edict has been implemented for "fleets combat further prolonged X3". If this edict is deactivated, it will take a month to be available again, or right at the time when any fleet enters combat (just what happens first). This is because this edict affects the entire game and not only the player's empire, therefore you cannot instantly deactivate as the other edicts but through an alternative method. [Experimental Multiplayer (Pending a future testing): All players must activate this edict. If a single player does not activate it the effects of the edict will not be applied to the game. If all players have turned it on, but then one player turns it off, then in less than a month the effects will be turned off for the entire game. In short, everyone must agree to activate this edict at the same time for it to take effect, it will be applied at the exact moment the last pending player activates it].
This Mod is incompatible with any other Mod that modifies the parameters and behaviors of the original ships and weapons (vanilla) of Stellaris. It should not be incompatible with any other Mod that only adds new ships or weapons to the game (and do not modify the original file [weapon_components.csv] to do so).

Please, provide a link to this Mod if you are going to upload it elsewhere or integrate it into your own project and take a look at my other MODs in case any more may be useful to you in the following link:

When necessary I translate my MODs to all the official languages of Stellaris [Supported languages currently include Portuguese (braz_por), English (english), French (french), German (german), Polish (polish), Russian (russian), Spanish (spanish), simplified Chinese (simp_chinese), Korean (korean) and Japanese (japanese)].

Do you want to know quickly if this Mod is worth your time? Follow these steps:

Subscribe to Mod.
Start a new game loading alone and exclusively this Mod.
Open the console and run the research_all_technologies command. Close the console.
Open the ship designs window, uncheck the option to hide obsolete weapons.
Take your time to review the different ship configurations with weapons of principles, mid and late game.
Prepare a tribute to your Celestial Guardian for the feat of allowing you to live enough to enjoy this jewel.
«I've seen things you people wouldn't believe... Attack ships on fire due to a lousy combat system off the shoulder of "Orion version"... I watched FCR-redeemer glitter in the dark near the Tannhäuser Gate. All those moments will be lost in time, like tears in rain... Time to resist.»

If you are really enjoying this Mod, please take a brief moment to evaluate it with 3, 4 or 5 stars, so you will help this mod have more visibility so that others can discover it and can also enjoy it like you.

CHANGELOG
v0.3.4 - Released 2023-09-15
20230915 Mod version 0.3.4 for current Stellaris version 3.9.1 - Adapted new Stellaris version ('Caelum'). Fixes.
v0.3.3 - Released 2023-06-19
20230619 Mod version 0.3.3 for current Stellaris version 3.8.4.1 - Fixes.
v0.3.2 - Released 2023-06-17
20230618 Mod version 0.3.2 for current Stellaris version 3.8.4.1 - Fixes.
v0.3.1 - Released 2023-06-14
20230614 Mod version 0.3.1 for current Stellaris version 3.8.3.1 - Fixes.
v0.3.0 - Released 2023-05-30
20230530 Mod version 0.3.0 for current Stellaris version 3.8.3.1 - Adapted to version 3.8.3 patch.
v0.2.9 - Released 2023-05-28
20230528 Mod version 0.2.9 for current Stellaris version 3.8.2 - Fixes.
v0.2.8 - Released 2023-05-19
20230519 Mod version 0.2.8 for current Stellaris version 3.8.2 - Fixes. Testing graphics and new edict "fleets combat further prolonged X3" [Multiplayer].
v0.2.7 - Released 2023-05-19
v0.2.6 - Released 2023-05-18
v0.2.5 - Released 2023-05-17
v0.2.4 - Released 2023-05-14
v0.2.3 - Released 2023-05-14
v0.2.2 - Released 2023-05-10
v0.2.1 - Released 2023-05-06
v0.2.0 - Released 2023-04-01
v0.1.9 - Released 2023-03-30
v0.1.8 - Released 2023-03-29
v0.1.7 - Released 2023-03-29
v0.1.6 - Released 2023-03-29
v0.1.5 - Released 2023-03-15
v0.1.4 - Released 2023-03-05
v0.1.3 - Released 2023-03-03
v0.1.2 - Released 2023-02-20
v0.1.1 - Released 2023-02-13
v0.1.0 - Released 2023-02-09
v0.0.9 - Released 2023-02-09
v0.0.8 - Released 2023-02-07
v0.0.7 - Released 2023-02-07
v0.0.6 - Released 2023-02-02
v0.0.5 - Released 2023-02-02
v0.0.4 - Released 2023-02-02
v0.0.3 - Released 2023-02-01
v0.0.2 - Released 2023-01-31
v0.0.1 - Released 2023-01-31

REQUIREMENTS

Stellaris

Stellaris

Full game


FORUM LINKS